2025 · Aug 2023 – May 2025
B.S. in Games
University of Utah, Division of Games · Salt Lake City, UT
- Capstone: Lingua Franca, a 32-person team project released on Steam.
- Co-authored a research paper on affordances, signifiers and looting in games.
01 Spawn point
Technical / Level Designer Level Design · Gameplay Systems · Unreal Engine · Blueprints · UEFN
I design playable spaces and build the gameplay systems underneath them, from greybox to playtest to implementation. On Lingua Franca, now on Steam, my level rework took playtest engagement from 3.5 to 8.0.
Delhi, India · open to relocation
Short on time? Recruiter view →
02 Showreel
03 Level select
Four case studies, strongest first. Each opens as a short deck.
Level + Puzzle Design · Unreal Engine 5 · 32-person team
Redesigned a confusing neighborhood level after playtests scored it 3.5/10 for engagement, then built the quest and dialogue logic that tied its puzzles together.
3.5 → 8.0
Playtest engagement · +128%
Technical Design · UE5 · Pixel Streaming · 2-person team · Dec 2023 – Jul 2026
Turned real-time infrastructure data into a readable 3D interface that university technicians used for remote monitoring.
Encounter + Technical Design · UE 5.5 · Solo
A two-phase soulslike boss encounter specified down to wind-up timings, with a commentary layer that shows what the AI is thinking.
Multiplayer Level Design · UEFN / Verse
A close-quarters map designed solo, scripted in Verse and updated live from player feedback.
Smaller projects, each with its own short deck.





Earlier and smaller work.
Fly Trap
Final video
Read a script page
Nightmare Seekers
Horror prototype · 14-day game jam
A reverse hide-and-seek prototype. I designed the arena level and was associate producer.
VR FoodTruck
Meta Quest · Unity · 2022
A VR cooking prototype where every ingredient has a flavor value. I produced it and built the level.
Night Airport
Blender · 3D modeling final · May 2021
An airport at night, inspired by my love of aviation. Built for my 3D modeling final at Whistling Woods.
04 Playbook
The same loop on every project, with a link to the proof for each step.
Block out with simple shapes to test navigation, readability and pacing before any art.
Lingua Franca: paper to greyboxBuild the mechanic early and make it playable.
FPS Map: traversal BlueprintsPut it in front of players and write down what confuses them.
The 3.5/10 first testTurn feedback into numbers so a redesign has a target.
Engagement 3.5 → 8.0Change the layout, the cues or the rules, then test again.
Crateyard: updated liveGet it in front of real players.
Lingua Franca on Steam ↗Paper map, then greybox, then playtest, before committing to art. On Lingua Franca that sequence caught a 3.5/10 level while it was still cheap to rebuild.
Design docs and pipeline guides: the Lingua Franca GDD with every department lead, the Boss Fight spec, and the guide that let new CHPC teammates add servers on their own.
On VR FoodTruck I called feature creep mid-cycle and shipped a polished prototype. The Boss Fight scope is sorted into must, should, could and not included.
05 Loadout
Self-rated out of 10, with where I used each one.
Shown across Lingua Franca, the data center, The Boss Fight and Math Apocalypse.
Unreal Engine on Lingua Franca, The Boss Fight and the data center (UE4 for its HTML5 build). Unity on CricX, VR FoodTruck and Math Apocalypse. UEFN on Crateyard.
Quest and dialogue state machines, the traversal controller, data-table spawning, the data center UI and the Open World Landscape.
C# on the CricX inventory system, SQL on the data center pipelines, C++ on its cross-platform deployment.
Maya for 200+ data center server models. Blender for Night Airport.
Excel for the CricX balance model.
Lingua Franca, Math Apocalypse and the data center.
Browser delivery of the data center simulation.
Part of my day-to-day workflow.
06 Player profile
I'm a technical and level designer based in Delhi, India. I design playable spaces and build the Unreal Engine systems that make them work.
I've shipped Lingua Franca on Steam and published Crateyard on Fortnite, and I studied game design in both Mumbai and Salt Lake City.
I'm looking for a team where level, systems and encounter design come together, ideally one that tells Indian stories.
“Design is shaping fun with players, not just for them.”
Off the clock: horror movies, national parks and road trips.
07 Quest log
2025 · Aug 2023 – May 2025
University of Utah, Division of Games · Salt Lake City, UT
2023 · Aug 2020 – Jun 2023
Whistling Woods International · Mumbai, India
Studied game design across India and the U.S.
Game Designer (Generalist), CHPC, University of Utah
Official title Graphic Software Developer. One of two developers on the Downtown Data Center simulation. Full time and on site after graduating in May 2025.
Educational Designer & User Researcher, The Rajkumari Ratnavati Girls School
Jaisalmer. On-site playtests with children aged 4 to 7 to validate an educational app.
08 Save point
Hiring for a technical or level design role, or want to talk about a level? My inbox and phones are open. I'm in Delhi (IST), with a U.S. number too.